raze/source/blood/src/view.cpp
Mitchell Richters 20c73e1249 - Blood: Remove r_horizcenter and standardise horizon in game to that of the default in the backend (currently 100).
* The use of this will go when the input is re-factored to operate on the standard horizon of 100, not 0.
2020-09-20 16:20:08 +10:00

1087 lines
34 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#include <stdlib.h>
#include <string.h>
#include "compat.h"
#include "build.h"
#include "pragmas.h"
#include "mmulti.h"
#include "v_font.h"
#include "endgame.h"
#include "aistate.h"
#include "loadsave.h"
#include "sectorfx.h"
#include "choke.h"
#include "view.h"
#include "nnexts.h"
#include "zstring.h"
#include "menu.h"
#include "gstrings.h"
#include "v_2ddrawer.h"
#include "v_video.h"
#include "v_font.h"
#include "statusbar.h"
#include "automap.h"
#include "glbackend/glbackend.h"
BEGIN_BLD_NS
VIEW gPrevView[kMaxPlayers];
VIEWPOS gViewPos;
int gViewIndex;
struct INTERPOLATE {
void *pointer;
int value;
int value2;
INTERPOLATE_TYPE type;
};
double gInterpolate;
int nInterpolations;
char gInterpolateSprite[(kMaxSprites+7)>>3];
char gInterpolateWall[(kMaxWalls+7)>>3];
char gInterpolateSector[(kMaxSectors+7)>>3];
#define kMaxInterpolations 16384
INTERPOLATE gInterpolation[kMaxInterpolations];
int gScreenTilt;
int const defaultHoriz = polymostcenterhoriz;
FFont *gFont[kFontNum];
void FontSet(int id, int tile, int space)
{
if (id < 0 || id >= kFontNum || tile < 0 || tile >= kMaxTiles)
return;
GlyphSet glyphs;
for (int i = 1; i < 96; i++)
{
auto tex = tileGetTexture(tile + i);
if (tex && tex->isValid() && tex->GetTexelWidth() > 0 && tex->GetTexelHeight() > 0)
{
glyphs.Insert(i + 32, tex);
tex->SetOffsetsNotForFont();
}
}
const char *names[] = { "smallfont", "bigfont", "gothfont", "smallfont2", "digifont"};
const char *defs[] = { "defsmallfont", "defbigfont", nullptr, "defsmallfont2", nullptr};
FFont ** ptrs[] = { &SmallFont, &BigFont, nullptr, &SmallFont2, nullptr};
gFont[id] = new ::FFont(names[id], nullptr, defs[id], 0, 0, 0, 0, tileWidth(tile), false, false, false, &glyphs);
gFont[id]->SetKerning(space);
if (ptrs[id]) *ptrs[id] = gFont[id];
}
void viewBackupView(int nPlayer)
{
PLAYER *pPlayer = &gPlayer[nPlayer];
VIEW *pView = &gPrevView[nPlayer];
pView->at30 = pPlayer->q16ang;
pView->at50 = pPlayer->pSprite->x;
pView->at54 = pPlayer->pSprite->y;
pView->at38 = pPlayer->zView;
pView->at34 = pPlayer->zWeapon-pPlayer->zView-0xc00;
pView->at24 = pPlayer->q16horiz;
pView->at28 = pPlayer->q16slopehoriz;
pView->at2c = pPlayer->slope;
pView->at8 = pPlayer->bobHeight;
pView->atc = pPlayer->bobWidth;
pView->at18 = pPlayer->swayHeight;
pView->at1c = pPlayer->swayWidth;
}
void viewCorrectViewOffsets(int nPlayer, vec3_t const *oldpos)
{
PLAYER *pPlayer = &gPlayer[nPlayer];
VIEW *pView = &gPrevView[nPlayer];
pView->at50 += pPlayer->pSprite->x-oldpos->x;
pView->at54 += pPlayer->pSprite->y-oldpos->y;
pView->at38 += pPlayer->pSprite->z-oldpos->z;
}
void viewClearInterpolations(void)
{
nInterpolations = 0;
memset(gInterpolateSprite, 0, sizeof(gInterpolateSprite));
memset(gInterpolateWall, 0, sizeof(gInterpolateWall));
memset(gInterpolateSector, 0, sizeof(gInterpolateSector));
}
void viewAddInterpolation(void *data, INTERPOLATE_TYPE type)
{
if (nInterpolations == kMaxInterpolations)
ThrowError("Too many interpolations");
INTERPOLATE *pInterpolate = &gInterpolation[nInterpolations++];
pInterpolate->pointer = data;
pInterpolate->type = type;
switch (type)
{
case INTERPOLATE_TYPE_INT:
pInterpolate->value = *((int*)data);
break;
case INTERPOLATE_TYPE_SHORT:
pInterpolate->value = *((short*)data);
break;
}
}
void CalcInterpolations(void)
{
int i;
INTERPOLATE *pInterpolate = gInterpolation;
for (i = 0; i < nInterpolations; i++, pInterpolate++)
{
switch (pInterpolate->type)
{
case INTERPOLATE_TYPE_INT:
{
pInterpolate->value2 = *((int*)pInterpolate->pointer);
int newValue = interpolate(pInterpolate->value, *((int*)pInterpolate->pointer), gInterpolate);
*((int*)pInterpolate->pointer) = newValue;
break;
}
case INTERPOLATE_TYPE_SHORT:
{
pInterpolate->value2 = *((short*)pInterpolate->pointer);
int newValue = interpolate(pInterpolate->value, *((short*)pInterpolate->pointer), gInterpolate);
*((short*)pInterpolate->pointer) = newValue;
break;
}
}
}
}
void RestoreInterpolations(void)
{
int i;
INTERPOLATE *pInterpolate = gInterpolation;
for (i = 0; i < nInterpolations; i++, pInterpolate++)
{
switch (pInterpolate->type)
{
case INTERPOLATE_TYPE_INT:
*((int*)pInterpolate->pointer) = pInterpolate->value2;
break;
case INTERPOLATE_TYPE_SHORT:
*((short*)pInterpolate->pointer) = pInterpolate->value2;
break;
}
}
}
void viewDrawText(int nFont, const char *pString, int x, int y, int nShade, int nPalette, int position, char shadow, unsigned int nStat, uint8_t alpha)
{
if (nFont < 0 || nFont >= kFontNum || !pString) return;
FFont *pFont = gFont[nFont];
//y += pFont->yoff;
if (position == 1) x -= pFont->StringWidth(pString) / 2;
if (position == 2) x -= pFont->StringWidth(pString);
if (shadow)
{
DrawText(twod, pFont, CR_UNDEFINED, x+1, y+1, pString, DTA_FullscreenScale, FSMode_Fit320x200, DTA_Color, 0xff000000, DTA_Alpha, 0.5, TAG_DONE);
}
DrawText(twod, pFont, CR_UNDEFINED, x, y, pString, DTA_FullscreenScale, FSMode_Fit320x200, DTA_TranslationIndex, TRANSLATION(Translation_Remap, nPalette),
DTA_Color, shadeToLight(nShade), DTA_Alpha, alpha / 255., TAG_DONE);
}
void InitStatusBar(void)
{
if (r_precache) PrecacheHardwareTextures(2200);
}
GameStats GameInterface::getStats()
{
return { gKillMgr.Kills, gKillMgr.TotalKills, gSecretMgr.Founds, gSecretMgr.Total, gFrameCount / kTicsPerSec, gPlayer[myconnectindex].fragCount };
}
void viewDrawAimedPlayerName(void)
{
if (!cl_idplayers || (gView->aim.dx == 0 && gView->aim.dy == 0))
return;
int hit = HitScan(gView->pSprite, gView->pSprite->z, gView->aim.dx, gView->aim.dy, gView->aim.dz, CLIPMASK0, 512);
if (hit == 3)
{
spritetype* pSprite = &sprite[gHitInfo.hitsprite];
if (IsPlayerSprite(pSprite))
{
char nPlayer = pSprite->type-kDudePlayer1;
char* szName = gProfile[nPlayer].name;
int nPalette = (gPlayer[nPlayer].teamId&3)+11;
viewDrawText(4, szName, 160, 125, -128, nPalette, 1, 1);
}
}
}
static TArray<uint8_t> lensdata;
int *lensTable;
extern int dword_172CE0[16][3];
void viewInit(void)
{
Printf("Initializing status bar\n");
InitStatusBar();
FontSet(0, 4096, 0);
FontSet(1, 4192, 1);
FontSet(2, 4288, 1);
FontSet(3, 4384, 1);
FontSet(4, 4480, 0);
lensdata = fileSystem.LoadFile("lens.dat");
dassert(lensdata.Size() == kLensSize * kLensSize * sizeof(int));
lensTable = (int*)lensdata.Data();
#if B_BIG_ENDIAN == 1
for (int i = 0; i < kLensSize*kLensSize; i++)
{
lensTable[i] = LittleLong(lensTable[i]);
}
#endif
uint8_t *data = TileFiles.tileCreate(4077, kLensSize, kLensSize);
memset(data, TRANSPARENT_INDEX, kLensSize*kLensSize);
for (int i = 0; i < 16; i++)
{
dword_172CE0[i][0] = mulscale16(wrand(), 2048);
dword_172CE0[i][1] = mulscale16(wrand(), 2048);
dword_172CE0[i][2] = mulscale16(wrand(), 2048);
}
}
int othercameradist = 1280;
int cameradist = -1;
int othercameraclock, cameraclock;
void CalcOtherPosition(spritetype *pSprite, int *pX, int *pY, int *pZ, int *vsectnum, int nAng, fixed_t zm, int smoothratio)
{
int vX = mulscale30(-Cos(nAng), 1280);
int vY = mulscale30(-Sin(nAng), 1280);
int vZ = FixedToInt(mulscale(zm, 1280, 3))-(16<<8);
int bakCstat = pSprite->cstat;
pSprite->cstat &= ~256;
dassert(*vsectnum >= 0 && *vsectnum < kMaxSectors);
FindSector(*pX, *pY, *pZ, vsectnum);
short nHSector;
int hX, hY;
vec3_t pos = {*pX, *pY, *pZ};
hitdata_t hitdata;
hitscan(&pos, *vsectnum, vX, vY, vZ, &hitdata, CLIPMASK1);
nHSector = hitdata.sect;
hX = hitdata.pos.x;
hY = hitdata.pos.y;
int dX = hX-*pX;
int dY = hY-*pY;
if (klabs(vX)+klabs(vY) > klabs(dX)+klabs(dY))
{
*vsectnum = nHSector;
dX -= ksgn(vX)<<6;
dY -= ksgn(vY)<<6;
int nDist;
if (klabs(vX) > klabs(vY))
{
nDist = ClipHigh(divscale16(dX,vX), othercameradist);
}
else
{
nDist = ClipHigh(divscale16(dY,vY), othercameradist);
}
othercameradist = nDist;
}
*pX += mulscale16(vX, othercameradist);
*pY += mulscale16(vY, othercameradist);
*pZ += mulscale16(vZ, othercameradist);
int myclock = gFrameClock + mulscale16(4, smoothratio);
othercameradist = ClipHigh(othercameradist+((myclock-othercameraclock)<<10), 65536);
othercameraclock = myclock;
dassert(*vsectnum >= 0 && *vsectnum < kMaxSectors);
FindSector(*pX, *pY, *pZ, vsectnum);
pSprite->cstat = bakCstat;
}
void CalcPosition(spritetype *pSprite, int *pX, int *pY, int *pZ, int *vsectnum, int nAng, fixed_t zm, int smoothratio)
{
int vX = mulscale30(-Cos(nAng), 1280);
int vY = mulscale30(-Sin(nAng), 1280);
int vZ = FixedToInt(mulscale(zm, 1280, 3))-(16<<8);
int bakCstat = pSprite->cstat;
pSprite->cstat &= ~256;
dassert(*vsectnum >= 0 && *vsectnum < kMaxSectors);
FindSector(*pX, *pY, *pZ, vsectnum);
short nHSector;
int hX, hY;
hitscangoal.x = hitscangoal.y = 0x1fffffff;
vec3_t pos = { *pX, *pY, *pZ };
hitdata_t hitdata;
hitscan(&pos, *vsectnum, vX, vY, vZ, &hitdata, CLIPMASK1);
nHSector = hitdata.sect;
hX = hitdata.pos.x;
hY = hitdata.pos.y;
int dX = hX-*pX;
int dY = hY-*pY;
if (klabs(vX)+klabs(vY) > klabs(dX)+klabs(dY))
{
*vsectnum = nHSector;
dX -= ksgn(vX)<<6;
dY -= ksgn(vY)<<6;
int nDist;
if (klabs(vX) > klabs(vY))
{
nDist = ClipHigh(divscale16(dX,vX), cameradist);
}
else
{
nDist = ClipHigh(divscale16(dY,vY), cameradist);
}
cameradist = nDist;
}
*pX += mulscale16(vX, cameradist);
*pY += mulscale16(vY, cameradist);
*pZ += mulscale16(vZ, cameradist);
int myclock = gFrameClock + mulscale16(4, smoothratio);
cameradist = ClipHigh(cameradist+((myclock-cameraclock)<<10), 65536);
cameraclock = myclock;
dassert(*vsectnum >= 0 && *vsectnum < kMaxSectors);
FindSector(*pX, *pY, *pZ, vsectnum);
pSprite->cstat = bakCstat;
}
// by NoOne: show warning msgs in game instead of throwing errors (in some cases)
void viewSetSystemMessage(const char* pMessage, ...) {
char buffer[1024]; va_list args; va_start(args, pMessage);
vsprintf(buffer, pMessage, args);
Printf(PRINT_HIGH | PRINT_NOTIFY, "%s\n", buffer); // print it also in console
}
void viewSetMessage(const char *pMessage, const int pal, const MESSAGE_PRIORITY priority)
{
int printlevel = priority <= MESSAGE_PRIORITY_NORMAL ? PRINT_LOW : priority < MESSAGE_PRIORITY_SYSTEM ? PRINT_MEDIUM : PRINT_HIGH;
Printf(printlevel|PRINT_NOTIFY, "%s\n", pMessage);
}
void viewSetErrorMessage(const char *pMessage)
{
Printf(PRINT_BOLD|PRINT_NOTIFY, "%s\n", pMessage);
}
void DoLensEffect(void)
{
// To investigate whether this can be implemented as a shader effect.
auto d = tileData(4077);
dassert(d != NULL);
auto s = tilePtr(4079);
dassert(s != NULL);
for (int i = 0; i < kLensSize*kLensSize; i++, d++)
if (lensTable[i] >= 0)
*d = s[lensTable[i]];
TileFiles.InvalidateTile(4077);
}
void UpdateDacs(int nPalette, bool bNoTint)
{
gLastPal = 0;
auto& tint = lookups.tables[MAXPALOOKUPS - 1];
tint.tintFlags = 0;
switch (nPalette)
{
case 0:
default:
tint.tintColor.r = 255;
tint.tintColor.g = 255;
tint.tintColor.b = 255;
break;
case 1:
tint.tintColor.r = 132;
tint.tintColor.g = 164;
tint.tintColor.b = 255;
break;
case 2:
tint.tintColor.r = 255;
tint.tintColor.g = 126;
tint.tintColor.b = 105;
break;
case 3:
tint.tintColor.r = 162;
tint.tintColor.g = 186;
tint.tintColor.b = 15;
break;
case 4:
tint.tintColor.r = 255;
tint.tintColor.g = 255;
tint.tintColor.b = 255;
break;
}
videoSetPalette(nPalette);
}
void UpdateBlend()
{
int nRed = 0;
int nGreen = 0;
int nBlue = 0;
nRed += gView->pickupEffect;
nGreen += gView->pickupEffect;
nBlue -= gView->pickupEffect;
nRed += ClipHigh(gView->painEffect, 85) * 2;
nGreen -= ClipHigh(gView->painEffect, 85) * 3;
nBlue -= ClipHigh(gView->painEffect, 85) * 3;
nRed -= gView->blindEffect;
nGreen -= gView->blindEffect;
nBlue -= gView->blindEffect;
nRed -= gView->chokeEffect >> 6;
nGreen -= gView->chokeEffect >> 5;
nBlue -= gView->chokeEffect >> 6;
nRed = ClipRange(nRed, -255, 255);
nGreen = ClipRange(nGreen, -255, 255);
nBlue = ClipRange(nBlue, -255, 255);
videoTintBlood(nRed, nGreen, nBlue);
}
char otherMirrorGotpic[2];
char bakMirrorGotpic[2];
// int gVisibility;
int deliriumTilt, deliriumTurn, deliriumPitch;
int gScreenTiltO, deliriumTurnO, deliriumPitchO;
int gShowFrameRate = 1;
void viewUpdateDelirium(void)
{
gScreenTiltO = gScreenTilt;
deliriumTurnO = deliriumTurn;
deliriumPitchO = deliriumPitch;
int powerCount;
if ((powerCount = powerupCheck(gView, kPwUpDeliriumShroom)) != 0)
{
int tilt1 = 170, tilt2 = 170, pitch = 20;
int timer = gFrameClock*4;
if (powerCount < 512)
{
int powerScale = IntToFixed(powerCount) / 512;
tilt1 = mulscale16(tilt1, powerScale);
tilt2 = mulscale16(tilt2, powerScale);
pitch = mulscale16(pitch, powerScale);
}
int sin2 = costable[(2*timer-512)&2047] / 2;
int sin3 = costable[(3*timer-512)&2047] / 2;
gScreenTilt = mulscale30(sin2+sin3,tilt1);
int sin4 = costable[(4*timer-512)&2047] / 2;
deliriumTurn = mulscale30(sin3+sin4,tilt2);
int sin5 = costable[(5*timer-512)&2047] / 2;
deliriumPitch = mulscale30(sin4+sin5,pitch);
return;
}
gScreenTilt = ((gScreenTilt+1024)&2047)-1024;
if (gScreenTilt > 0)
{
gScreenTilt -= 8;
if (gScreenTilt < 0)
gScreenTilt = 0;
}
else if (gScreenTilt < 0)
{
gScreenTilt += 8;
if (gScreenTilt >= 0)
gScreenTilt = 0;
}
}
int shakeHoriz, shakeAngle, shakeX, shakeY, shakeZ, shakeBobX, shakeBobY;
void viewUpdateShake(void)
{
shakeHoriz = 0;
shakeAngle = 0;
shakeX = 0;
shakeY = 0;
shakeZ = 0;
shakeBobX = 0;
shakeBobY = 0;
if (gView->flickerEffect)
{
int nValue = ClipHigh(gView->flickerEffect * 8, 2000);
shakeHoriz += QRandom2(nValue >> 8);
shakeAngle += QRandom2(nValue >> 8);
shakeX += QRandom2(nValue >> 4);
shakeY += QRandom2(nValue >> 4);
shakeZ += QRandom2(nValue);
shakeBobX += QRandom2(nValue);
shakeBobY += QRandom2(nValue);
}
if (gView->quakeEffect)
{
int nValue = ClipHigh(gView->quakeEffect * 8, 2000);
shakeHoriz += QRandom2(nValue >> 8);
shakeAngle += QRandom2(nValue >> 8);
shakeX += QRandom2(nValue >> 4);
shakeY += QRandom2(nValue >> 4);
shakeZ += QRandom2(nValue);
shakeBobX += QRandom2(nValue);
shakeBobY += QRandom2(nValue);
}
}
int gLastPal = 0;
int32_t g_frameRate;
static void DrawMap(spritetype* pSprite)
{
int tm = 0;
if (windowxy1.x > 0)
{
setViewport(Hud_Stbar);
tm = 1;
}
DrawOverheadMap(pSprite->x, pSprite->y, pSprite->ang);
if (tm)
setViewport(hud_size);
}
void viewDrawScreen(bool sceneonly)
{
int nPalette = 0;
if (TestBitString(gotpic, 2342))
{
FireProcess();
ClearBitString(gotpic, 2342);
}
if (!paused && (!M_Active() || gGameOptions.nGameType != 0))
{
gInterpolate = I_GetTimeFrac() * MaxSmoothRatio;
}
else gInterpolate = MaxSmoothRatio;
if (cl_interpolate)
{
CalcInterpolations();
}
if (automapMode != am_full)
{
DoSectorLighting();
}
if (automapMode == am_off)
{
int basepal = 0;
if (powerupCheck(gView, kPwUpDeathMask) > 0) basepal = 4;
else if (powerupCheck(gView, kPwUpReflectShots) > 0) basepal = 1;
else if (gView->isUnderwater) {
if (gView->nWaterPal) basepal = gView->nWaterPal;
else {
if (gView->pXSprite->medium == kMediumWater) basepal = 1;
else if (gView->pXSprite->medium == kMediumGoo) basepal = 3;
else basepal = 2;
}
}
UpdateDacs(basepal);
UpdateBlend();
int yxAspect = yxaspect;
int viewingRange = viewingrange;
videoSetCorrectedAspect();
int v1 = xs_CRoundToInt(double(viewingrange) * tan(r_fov * (PI / 360.)));
renderSetAspect(v1, yxaspect);
int cX = gView->pSprite->x;
int cY = gView->pSprite->y;
int cZ = gView->zView;
double zDelta = gView->zWeapon - gView->zView - (12 << 8);
fixed_t cA = gView->q16ang;
fixed_t q16horiz = gView->q16horiz;
fixed_t q16slopehoriz = gView->q16slopehoriz;
int v74 = gView->bobWidth;
int v8c = gView->bobHeight;
double v4c = gView->swayWidth;
double v48 = gView->swayHeight;
int nSectnum = gView->pSprite->sectnum;
if (cl_interpolate)
{
if (numplayers > 1 && gView == gMe && gPrediction && gMe->pXSprite->health > 0)
{
nSectnum = predict.at68;
cX = interpolate(predictOld.at50, predict.at50, gInterpolate);
cY = interpolate(predictOld.at54, predict.at54, gInterpolate);
cZ = interpolate(predictOld.at38, predict.at38, gInterpolate);
zDelta = finterpolate(predictOld.at34, predict.at34, gInterpolate);
cA = interpolateangfix16(predictOld.at30, predict.at30, gInterpolate);
q16horiz = interpolate(predictOld.at24, predict.at24, gInterpolate);
q16slopehoriz = interpolate(predictOld.at28, predict.at28, gInterpolate);
v74 = interpolate(predictOld.atc, predict.atc, gInterpolate);
v8c = interpolate(predictOld.at8, predict.at8, gInterpolate);
v4c = finterpolate(predictOld.at1c, predict.at1c, gInterpolate);
v48 = finterpolate(predictOld.at18, predict.at18, gInterpolate);
}
else
{
VIEW* pView = &gPrevView[gViewIndex];
cX = interpolate(pView->at50, cX, gInterpolate);
cY = interpolate(pView->at54, cY, gInterpolate);
cZ = interpolate(pView->at38, cZ, gInterpolate);
zDelta = finterpolate(pView->at34, zDelta, gInterpolate);
cA = interpolateangfix16(pView->at30, cA, gInterpolate);
q16horiz = interpolate(pView->at24, q16horiz, gInterpolate);
q16slopehoriz = interpolate(pView->at28, q16slopehoriz, gInterpolate);
v74 = interpolate(pView->atc, v74, gInterpolate);
v8c = interpolate(pView->at8, v8c, gInterpolate);
v4c = finterpolate(pView->at1c, v4c, gInterpolate);
v48 = finterpolate(pView->at18, v48, gInterpolate);
}
}
viewUpdateShake();
q16horiz += IntToFixed(shakeHoriz);
cA += IntToFixed(shakeAngle);
cX += shakeX;
cY += shakeY;
cZ += shakeZ;
v4c += shakeBobX;
v48 += shakeBobY;
q16horiz += IntToFixed(mulscale30(0x40000000 - Cos(gView->tiltEffect << 2), 30));
if (gViewPos == 0)
{
if (cl_viewbob)
{
if (cl_viewhbob)
{
cX -= mulscale30(v74, Sin(FixedToInt(cA))) >> 4;
cY += mulscale30(v74, Cos(FixedToInt(cA))) >> 4;
}
if (cl_viewvbob)
{
cZ += v8c;
}
}
if (cl_slopetilting)
{
q16horiz += q16slopehoriz;
}
cZ += FixedToInt(q16horiz * 10);
cameradist = -1;
cameraclock = gFrameClock +mulscale16(4, (int)gInterpolate);
}
else
{
CalcPosition(gView->pSprite, (int*)&cX, (int*)&cY, (int*)&cZ, &nSectnum, FixedToInt(cA), q16horiz, (int)gInterpolate);
}
CheckLink((int*)&cX, (int*)&cY, (int*)&cZ, &nSectnum);
int v78 = interpolateang(gScreenTiltO, gScreenTilt, gInterpolate);
uint8_t v14 = 0;
uint8_t v10 = 0;
bool bDelirium = powerupCheck(gView, kPwUpDeliriumShroom) > 0;
static bool bDeliriumOld = false;
//int tiltcs, tiltdim;
uint8_t v4 = powerupCheck(gView, kPwUpCrystalBall) > 0;
#ifdef USE_OPENGL
renderSetRollAngle(0);
#endif
if (v78 || bDelirium)
{
renderSetRollAngle(v78);
}
else if (v4 && gNetPlayers > 1)
{
#if 0 // needs to be redone for pure hardware rendering.
int tmp = (gFrameClock / 240) % (gNetPlayers - 1);
int i = connecthead;
while (1)
{
if (i == gViewIndex)
i = connectpoint2[i];
if (tmp == 0)
break;
i = connectpoint2[i];
tmp--;
}
PLAYER* pOther = &gPlayer[i];
//othercameraclock = gFrameClock + mulscale16(4, (int)gInterpolate);;
if (!tileData(4079))
{
TileFiles.tileCreate(4079, 128, 128);
}
r enderSetTarget(4079, 128, 128);
renderSetAspect(65536, 78643);
int vd8 = pOther->pSprite->x;
int vd4 = pOther->pSprite->y;
int vd0 = pOther->zView;
int vcc = pOther->pSprite->sectnum;
int v50 = pOther->pSprite->ang;
int v54 = 0;
if (pOther->flickerEffect)
{
int nValue = ClipHigh(pOther->flickerEffect * 8, 2000);
v54 += QRandom2(nValue >> 8);
v50 += QRandom2(nValue >> 8);
vd8 += QRandom2(nValue >> 4);
vd4 += QRandom2(nValue >> 4);
vd0 += QRandom2(nValue);
}
if (pOther->quakeEffect)
{
int nValue = ClipHigh(pOther->quakeEffect * 8, 2000);
v54 += QRandom2(nValue >> 8);
v50 += QRandom2(nValue >> 8);
vd8 += QRandom2(nValue >> 4);
vd4 += QRandom2(nValue >> 4);
vd0 += QRandom2(nValue);
}
CalcOtherPosition(pOther->pSprite, &vd8, &vd4, &vd0, &vcc, v50, 0, (int)gInterpolate);
CheckLink(&vd8, &vd4, &vd0, &vcc);
if (IsUnderwaterSector(vcc))
{
v14 = 10;
}
memcpy(bakMirrorGotpic, gotpic + 510, 2);
memcpy(gotpic + 510, otherMirrorGotpic, 2);
g_visibility = (int32_t)(ClipLow(gVisibility - 32 * pOther->visibility, 0));
int vc4, vc8;
getzsofslope(vcc, vd8, vd4, &vc8, &vc4);
if (vd0 >= vc4)
{
vd0 = vc4 - (gUpperLink[vcc] >= 0 ? 0 : (8 << 8));
}
if (vd0 <= vc8)
{
vd0 = vc8 + (gLowerLink[vcc] >= 0 ? 0 : (8 << 8));
}
v54 = ClipRange(v54, -200, 200);
RORHACKOTHER:
int ror_status[16];
for (int i = 0; i < 16; i++)
ror_status[i] = TestBitString(gotpic, 4080 + i);
yax_preparedrawrooms();
DrawMirrors(vd8, vd4, vd0, IntToFixed(v50), IntToFixed(v54 + defaultHoriz), gInterpolate, -1);
drawrooms(vd8, vd4, vd0, v50, v54 + defaultHoriz, vcc);
yax_drawrooms(viewProcessSprites, vcc, 0, gInterpolate);
bool do_ror_hack = false;
for (int i = 0; i < 16; i++)
if (ror_status[i] != TestBitString(gotpic, 4080 + i))
do_ror_hack = true;
if (do_ror_hack)
{
spritesortcnt = 0;
goto RORHACKOTHER;
}
memcpy(otherMirrorGotpic, gotpic+510, 2);
memcpy(gotpic+510, bakMirrorGotpic, 2);
viewProcessSprites(vd8, vd4, vd0, v50, gInterpolate);
renderDrawMasks();
renderRestoreTarget();
#endif
}
else
{
othercameraclock = gFrameClock + mulscale16(4, (int)gInterpolate);
}
if (!bDelirium)
{
deliriumTilt = 0;
deliriumTurn = 0;
deliriumPitch = 0;
}
int nSprite = headspritestat[kStatExplosion];
int unk = 0;
while (nSprite >= 0)
{
spritetype* pSprite = &sprite[nSprite];
int nXSprite = pSprite->extra;
dassert(nXSprite > 0 && nXSprite < kMaxXSprites);
XSPRITE* pXSprite = &xsprite[nXSprite];
if (TestBitString(gotsector, pSprite->sectnum))
{
unk += pXSprite->data3 * 32;
}
nSprite = nextspritestat[nSprite];
}
nSprite = headspritestat[kStatProjectile];
while (nSprite >= 0) {
spritetype* pSprite = &sprite[nSprite];
switch (pSprite->type) {
case kMissileFlareRegular:
case kMissileTeslaAlt:
case kMissileFlareAlt:
case kMissileTeslaRegular:
if (TestBitString(gotsector, pSprite->sectnum)) unk += 256;
break;
}
nSprite = nextspritestat[nSprite];
}
g_visibility = (int32_t)(ClipLow(gVisibility - 32 * gView->visibility - unk, 0));
cA = (cA + interpolateangfix16(IntToFixed(deliriumTurnO), IntToFixed(deliriumTurn), gInterpolate)) & 0x7ffffff;
int vfc, vf8;
getzsofslope(nSectnum, cX, cY, &vfc, &vf8);
if (cZ >= vf8)
{
cZ = vf8 - (gUpperLink[nSectnum] >= 0 ? 0 : (8 << 8));
}
if (cZ <= vfc)
{
cZ = vfc + (gLowerLink[nSectnum] >= 0 ? 0 : (8 << 8));
}
q16horiz = ClipRange(q16horiz, IntToFixed(-200), IntToFixed(200));
RORHACK:
int ror_status[16];
for (int i = 0; i < 16; i++)
ror_status[i] = TestBitString(gotpic, 4080 + i);
fixed_t deliriumPitchI = interpolate(IntToFixed(deliriumPitchO), IntToFixed(deliriumPitch), gInterpolate);
DrawMirrors(cX, cY, cZ, cA, q16horiz + IntToFixed(defaultHoriz) + deliriumPitchI, gInterpolate, gViewIndex);
int bakCstat = gView->pSprite->cstat;
if (gViewPos == 0)
{
gView->pSprite->cstat |= 32768;
}
else
{
gView->pSprite->cstat |= 514;
}
renderDrawRoomsQ16(cX, cY, cZ, cA, q16horiz + IntToFixed(defaultHoriz) + deliriumPitchI, nSectnum);
viewProcessSprites(cX, cY, cZ, FixedToInt(cA), gInterpolate);
bool do_ror_hack = false;
for (int i = 0; i < 16; i++)
if (ror_status[i] != TestBitString(gotpic, 4080 + i))
do_ror_hack = true;
if (do_ror_hack)
{
gView->pSprite->cstat = bakCstat;
spritesortcnt = 0;
goto RORHACK;
}
sub_5571C(1);
int nSpriteSortCnt = spritesortcnt;
renderDrawMasks();
spritesortcnt = nSpriteSortCnt;
sub_5571C(0);
sub_557C4(cX, cY, gInterpolate);
renderDrawMasks();
gView->pSprite->cstat = bakCstat;
if ((v78 || bDelirium) && !sceneonly)
{
if (videoGetRenderMode() == REND_POLYMOST && gDeliriumBlur)
{
// todo: Implement using modern techniques instead of relying on deprecated old stuff that isn't well supported anymore.
/* names broken up so that searching for GL keywords won't find them anymore
if (!bDeliriumOld)
{
g lAccum(GL_LOAD, 1.f);
}
else
{
const float fBlur = pow(1.f/3.f, 30.f/g_frameRate);
g lAccum(GL _MULT, fBlur);
g lAccum(GL _ACCUM, 1.f-fBlur);
g lAccum(GL _RETURN, 1.f);
}
*/
}
}
bDeliriumOld = bDelirium && gDeliriumBlur;
renderSetAspect(viewingRange, yxAspect);
int nClipDist = gView->pSprite->clipdist << 2;
int ve8, vec, vf0, vf4;
GetZRange(gView->pSprite, &vf4, &vf0, &vec, &ve8, nClipDist, 0);
if (sceneonly) return;
#if 0
int tmpSect = nSectnum;
if ((vf0 & 0xc000) == 0x4000)
{
tmpSect = vf0 & (kMaxWalls - 1);
}
int v8 = byte_1CE5C2 > 0 && (sector[tmpSect].ceilingstat & 1);
if (gWeather.at12d8 > 0 || v8)
{
gWeather.Draw(cX, cY, cZ, cA, q16horiz + defaultHoriz + deliriumPitch, gWeather.at12d8);
if (v8)
{
gWeather.at12d8 = ClipRange(delta * 8 + gWeather.at12d8, 0, 4095);
}
else
{
gWeather.at12d8 = ClipRange(gWeather.at12d8 - delta * 64, 0, 4095);
}
}
#endif
hudDraw(gView, nSectnum, v4c, v48, zDelta, basepal, (int)gInterpolate);
}
UpdateDacs(0, true); // keep the view palette active only for the actual 3D view and its overlays.
if (automapMode != am_off)
{
DrawMap (gView->pSprite);
}
UpdateStatusBar();
int zn = ((gView->zWeapon-gView->zView-(12<<8))>>7)+220;
PLAYER *pPSprite = &gPlayer[gMe->pSprite->type-kDudePlayer1];
if (IsPlayerSprite(gMe->pSprite) && pPSprite->hand == 1)
{
gChoke.animateChoke(160, zn, (int)gInterpolate);
}
#if 0
if (byte_1A76C6)
{
DrawStatSprite(2048, xdim-15, 20);
}
#endif
viewDrawAimedPlayerName();
if (paused)
{
viewDrawText(1, GStrings("TXTB_PAUSED"), 160, 10, 0, 0, 1, 0);
}
else if (gView != gMe)
{
FStringf gTempStr("] %s [", gProfile[gView->nPlayer].name);
viewDrawText(0, gTempStr, 160, 10, 0, 0, 1, 0);
}
if (cl_interpolate)
{
RestoreInterpolations();
}
}
bool GameInterface::GenerateSavePic()
{
viewDrawScreen(true);
return true;
}
FString GameInterface::GetCoordString()
{
FString out;
out.Format("pos= %d, %d, %d - angle = %2.3f",
gMe->pSprite->x, gMe->pSprite->y, gMe->pSprite->z, gMe->pSprite->ang * (360./2048));
return out;
}
bool GameInterface::DrawAutomapPlayer(int x, int y, int z, int a)
{
int nCos = z * sintable[(0 - a) & 2047];
int nSin = z * sintable[(1536 - a) & 2047];
int nCos2 = mulscale16(nCos, yxaspect);
int nSin2 = mulscale16(nSin, yxaspect);
int nPSprite = gView->pSprite->index;
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
PLAYER* pPlayer = &gPlayer[i];
spritetype* pSprite = pPlayer->pSprite;
int px = pSprite->x - x;
int py = pSprite->y - y;
int pa = (pSprite->ang - a) & 2047;
int x1 = dmulscale16(px, nCos, -py, nSin);
int y1 = dmulscale16(py, nCos2, px, nSin2);
if (i == gView->nPlayer || gGameOptions.nGameType == 1)
{
int nTile = pSprite->picnum;
int ceilZ, ceilHit, floorZ, floorHit;
GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, (pSprite->clipdist << 2) + 16, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
int nTop, nBottom;
GetSpriteExtents(pSprite, &nTop, &nBottom);
int nScale = mulscale((pSprite->yrepeat + ((floorZ - nBottom) >> 8)) * z, yxaspect, 16);
nScale = ClipRange(nScale, 8000, 65536 << 1);
// Players on automap
double x = xdim / 2. + x1 / double(1 << 12);
double y = ydim / 2. + y1 / double(1 << 12);
// This very likely needs fixing later
DrawTexture(twod, tileGetTexture(nTile, true), x, y, DTA_ClipLeft, windowxy1.x, DTA_ClipTop, windowxy1.y, DTA_ScaleX, z/1536., DTA_ScaleY, z/1536., DTA_CenterOffset, true,
DTA_ClipRight, windowxy2.x + 1, DTA_ClipBottom, windowxy2.y + 1, DTA_Alpha, (pSprite->cstat & 2 ? 0.5 : 1.), TAG_DONE);
}
}
return true;
}
class ViewLoadSave : public LoadSave {
public:
void Load(void);
void Save(void);
};
static ViewLoadSave *myLoadSave;
static int messageTime;
static char message[256];
void ViewLoadSave::Load(void)
{
Read(&messageTime, sizeof(messageTime));
Read(message, sizeof(message));
Read(otherMirrorGotpic, sizeof(otherMirrorGotpic));
Read(bakMirrorGotpic, sizeof(bakMirrorGotpic));
Read(&gScreenTilt, sizeof(gScreenTilt));
Read(&deliriumTilt, sizeof(deliriumTilt));
Read(&deliriumTurn, sizeof(deliriumTurn));
Read(&deliriumPitch, sizeof(deliriumPitch));
}
void ViewLoadSave::Save(void)
{
Write(&messageTime, sizeof(messageTime));
Write(message, sizeof(message));
Write(otherMirrorGotpic, sizeof(otherMirrorGotpic));
Write(bakMirrorGotpic, sizeof(bakMirrorGotpic));
Write(&gScreenTilt, sizeof(gScreenTilt));
Write(&deliriumTilt, sizeof(deliriumTilt));
Write(&deliriumTurn, sizeof(deliriumTurn));
Write(&deliriumPitch, sizeof(deliriumPitch));
}
void ViewLoadSaveConstruct(void)
{
myLoadSave = new ViewLoadSave();
}
END_BLD_NS